#version 330
layout(location = 0) in vec3 vertex;
layout(location = 1) in vec2 aTexCoord;
out vec2 f_texCoord;
uniform mat4 projMatrix;
uniform mat4 mvMatrix;
void main(){
	f_texCoord = aTexCoord;
	gl_Position = projMatrix * mvMatrix * vec4(vertex, 1.0);
};